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Introduction to Programming

LEGO? MINDSTORMS? EV3

Teacher's Guide

The Introduction to Programming EV3 Curriculum was produced by Carnegie Mellon's Robotics Academy

The Introduction to Programming EV3 Curriculum is not a LEGO? MINDSTORMS? product. LEGO Education or the LEGO Group does not sponsor, endorse, or support this product.

Preface

There is a growing recognition that Computational Thinking Practices are critical for all students to learn. They form the cornerstone of the language of innovation, and will drive all future STEM discoveries. They are a new set of "basic skills" that all students need to know.

But what are they? At first glance, concepts like "consider problems analytically" and "use data to inform decisions" seem abstract and difficult to comprehend. Educational robotics systems like the EV3 provide a much-needed tool to make them real and approachable.

Consider the first few activities in this curriculum: students program a robot to drive fixed distances in set patterns. Even these simple programming constructs require precise, thoughtful communication between student and robot ? how far should the robot move? How far should it turn? As the challenges become more complex, students learn to break the large problems down into simpler ones, and construct solutions with care, one step at a time.

Sensors add the element of data and make key information about the robot's environment available; numeric abstractions become a reality ? 35 centimeters to the nearest wall, turn 90 degrees ? and enable the student to make smart decisions about the robot's behavior.

These practices ? precise logical thinking, using data to make decisions, analyzing problems, and building solutions in teams ? are critical in all forms of problemsolving, not just robotic ones.

Robotics activities are concrete, contextualized, and provide immediate feedback ? important factors in satisfying a student's desire for success and creating the motivation to continue learning. Students also learn about the robotics technologies themselves, which impact all modern industries, from agriculture to healthcare, banking, manufacturing, transportation, energy, and security. The pervasiveness of robotics technologies, from airplane autopilots, to bank machines, to smartphones, to self-driving cars helps students to be "engaged learners" as they believe that the content that they are studying is important or will be valuable to them.

The Introduction to Programming curriculum is just that: an introduction. For many teachers this will be your first experience at teaching robotics and programming. If you need help, the Robotics Academy has lots of free resources on its website and regularly offers teacher courses. If you have questions or find issues, we would love to hear from you.

Enjoy your school year.

Ross Higashi

Ross Higashi ,

Robin Shoop,

Robotics Academy Learning Scientist

Robotics Academy Director

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Table of Contents

Table of Contents

3 4

1

5

6

6

6

7 8 9

10

10 10 11 11 12

13

FAQ Checklist

21 The Movement Unit

21-28 The Moving Straight Chapter

Introduction

What is the Introduction to Programming EV3 Curriculum?

29-35

36

36-42

The Turning Chapter

The Sensor Unit

The Touch Sensor Chapter

Why should I use the Introduction to Programing EV3 Curriculum?

What are the Curriculum's Learning Objectives?

When should I use the EV3 Curriculum in my class?

How do I use the Curriculum?

43-49 50-55 56-62

63

The Ultrasonic Sensor Chapter The Gyro Sensor Chapter The Color Sensor Chapter

The Robot Decisions Unit

What topics are covered in each Unit? 63-69 The Loop Chapter

What "Big Ideas" does the Curriculum teach?

70-76 The Switch Chapter 77-82 The Switch Loops Chapter

Standards

Math Practices Math Content Common Core English/Language Arts

83-86 The Line Follower Chapter

87 The Final Challenge

87-89 Final Challenge Resources 90-91 The Search and Rescue Challenge

Next Gen Science Standards Computer Science Standards

92 Reproducibles

Classroom Setup

How should student work stations be setup? What are the System Requirements?

Pages 92 - 132 Unit Quizzes, Answer Keys, Handouts, Worksheets and Rubrics

Note: We have been asked by practicing teachers NOT to make these public and so they are not printed with this document. They are made available with the curriculum.

14 In the classroom

14 General layout of all Units 14-17 Batteries, Firmware, Ports, Menus 18 -19 Big Ideas that all students will learn 20 Using the EV3 Software

Addendum: Teacher Guide for Bonus Material

Data Wires, Data Logging, and My Blocks

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Frequently Asked Questions

FAQ

Frequently Asked Questions (FAQ) Before starting

Will Introduction to Programming help me teach to Standards? Yes! See Standards, pages 10 - 12.

What do I need to prepare for class? See Checklist, page 4 and Best Workstation Setup page 15.

What topics are covered? See Topics, page 8 and General Layout, page 14.

What's the lesson structure? See How To Use, page 5.

I already have programming tutorials in my software. Is this the same thing? No. Introduction to Programming focuses on building critical thinking skills through programming, rather than rote knowledge of code. See What are the Big Ideas taught..., page 9.

During class

How do I begin with Introduction to Programming in my class? See How do I use the Introduction to Programming Curriculum in my classroom, page 7.

Are there notes available to help me teach the lessons? Yes. Every page in Introduction to Programming is summarized and annotated starting on page 14. There are additional notes at the beginning of each chapter.

What do I do about students who go faster/slower than the others? All lessons are self-paced, so minor variation in pacing is not a problem. You can also include or omit activities marked as Optional, and even let students work ahead on later chapters.

After class

Are there quizzes or homework? Each Chapter includes one or more Reflection Questions designed to let students apply their skills and knowledge to a more sophisticated and writing-intensive task. You can find additional Handouts, Worksheets and Rubrics starting on page 92.

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Introduction to the Teacher

Checklist

Checklist

Identify the Focus of your Lesson Robotics can be used to teach to lots of standards. This curriculum is designed to introduce students to how to program, an important part of robotics, but not the only thing that you can teach through robotics. Please read pages 5 - 12 of this guide to learn more.

Set up the student workstations See page 13, Workstation Setup.

(Recommended) Build the Driving Base for each robot Since mechanisms aren't the focus of this module, pre-building the basic robot for your students can save multiple weeks of class time and allow them to begin work immediately on Day 1. The plans can be found in the Moving Straight Unit page 23.

Become familiar with the lessons See page 7 to become familiar with the lesson flow. The general layout of the Introduction to Programming the EV3 Curriculum is found on page 14. Review the first couple lessons starting with Moving Straight on page on page 21.

Determine overall pacing for the module Identify key dates that you would like to have each project due by; make these clear to students in your syllabus or assignment sheets.

Review Big Ideas and Computational Thinking See pages 18 and 19.

Review and print the Reflection Questions for each chapter Chapter review questions, answer guides, and rubrics begin on page 92.

Note: The reflection questions can be used as class discussion questions, given as homework, or as a quiz.

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